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Babylon 5 Mod to Final Frontier

PsiCorps

FF: Babylon 5 mod team
Joined
Dec 30, 2007
Messages
1,446
Location
Vietnam
Here’s a design proposal for a Babylon 5 mod for Final Frontier. I know nothing about modding, especially modding a mod. I know there are people out there who can do this and I envy them. I feel this would be a worthy mod to FF if we can get it off the ground and generate enough interest in making it work. Most of the information presented is available online on various Babylon 5 websites and I have also used the B5 CCG as an extra source of material. There are a number of ways of approaching this mod. One is for the 4 major races (Narn, Human, Minbari & Centauri) to start off on an equal footing, allowing for solo or multi player games or as a single player Scenario with the Humans as the player race against the rest of the universe. My proposal has gone for the equal footing option.

Maps
The standard map generator for FF is should be sufficient for our needs with only some minor changes.
The map would need to be fixed, no x or y wrap around. The map edges would simulate the Rim of Space thus; any ships going Beyond the Rim are lost.
Asteroid fields should be treated in a similar manner to forests in standard CivIV. A mining ship would go out to the asteroid field and spend a number of turns there before returning or travelling on to another star system to offload its cargo where it is turned into hammers. If a resource is found in an asteroid field the mining ship can construct a mining facility which would consume the unit.

Resources
Resources can be found on the planets as well as in asteroid fields and should include: -
Iron
Titanium
Gold
Silver
Platinum
Crystal – Data storage
Water - Gives 2 resources, Hydrogen and Oxygen
Quantium 40 – Required to power Jump gate

Civilisations
Each Civilisation will have it’s UU as a flagship of which only one can be built at a time

Earth Alliance
Leaders: William Morgan Clark, John Sheridan, Jeffrey Sinclair
UU: Either The Alexander or The Agamemnon
Planets: Earth, Mars, Io, Proxima III, Orion VII, Tau Ceti IV, Deneb IV, and Arisa
(I know Mars and Io are both located in Earth’s solar system but they are important places in the B5 universe.)

Minbari Federation
Leaders: Dhukat, Delenn, Neroon
UU: Emfeeli
Planets: Minbar, Minbari Protectorate, Border World

Centauri Republic
Leaders: Londo Mollari, Lord Refa, Emperor Cartagia
UU: Valarius
Planets: Centauri Prime, Immolan V, Ragesh III, Beta I, Tolonius VII

Narn Regime
Leader: G’Kar, Citizen G’Kar, Councillor Na’Far
UU: Pride of the Kha’Ri
Planets: Narn homeworld, Shi, Dross, Zok, Quadrant 14, Quadrant 37

Drakh
Leader: Councillor La’shan, Rimush, Shar’kali, Shiv’kala
UU:
Planets: Z’ha’dum

The Drakh served the Shadows, their original homeworld is unknown but they considered Z’ha’dum to be their home. This world was destroyed during the Great War forcing them to become nomadic before settling again on Centauri Prime.


The next races are all considered Minor races in the B5 universe and as such could be grouped together as Barbarians or start as the League of Non Aligned Worlds (a decision for later).

Dilgar
Leader: Warleader Jha’dur
UU:
Planets:
Their sun went Nova and the entire race died but before this they had tried to colonise other worlds in a war of conquest. Little else is known of this race.

Pak’ma’ra
Leader: Vlur/Nhar, Nug/Ulg
UU:
Planets: Melat

Drazi
Leader: Vizak, Juphar Trkider
UU:
Planets: Zhabar, Shambah III

Brakiri
Leader: Lethke Zum Bartrado, Kullenbrack, Yabc Ftoba
UU:
Planets: Brakir

Ipsha
Leader: Wushmeshkeshlep Fo
UU:
Planets:

Vree
Leader: Milashi Voktal
UU:
Planets:

Markab
Leader:
UU:
Planets:

Sh’lassan
Leader: Lemm Uh’Ekim
UU:
Planets:

Abbai
Leader: Kalika Qwal’mizra
UU:
Planets:

Hyach
Leader: Miziri Tal, Hyach Patriarch
UU:
Planets:

Gaim
Leader: She’lah
UU:
Planets:

Llort
Leader: Suarez Cil’tlakh
UU:
Planets:

Technology and concepts
Fission power
Communications lasers
Planetary construction
Early space exploration
Space exploration
Laser weapons
Early orbital engineering
Suspended animation
Fusion power
Fusion weapons
Zero gravity training
Orbital engineering
Advanced orbital engineering
Hydroponics
Particle weapons
X-ray Laser
Ship construction
Small attack craft - Required to build fighters and bombers
Artificial gravity theory
Terra-forming
Pulse weapons
Plasma weapons
First contact protocols - Can only be researched after an alien race has been met or alien artefacts have been discovered
Language translation - enables tech trading
Universal language - enables players to establish an embassy with another race
Xeno-biology
Ion power
Ion weapons
Rail weapons
Mass drivers
Organic technology
Data storage
Energy mines
Advanced data storage
Doomsday weapon
Galactic diplomacy
Ground troops - replaces the planetary defence ship. 1 ground unit per population point on a planet
Marines – carried by invasion ships or troop transports. These units are the only way to capture a star system.
Artificial gravity
Hyperspace theory - Required to build and use hyperspace (jump) gates
Hyperspace vortex generators - Required to build hyperspace (jump) gates
Hyperspace gates
Plasma engine
Ion/particle engine
Gravimetric engine
Jump engines
Matter/antimatter
Quantum singularity
ZPF – Hyperspace tap
Credit chit

Common Units:
These units can be built by any civilisation.
- Mining vessel
- Scout
-Explorer
- Colony
- Fighters
- Bombers
- Corvette
- Frigate
- Destroyer
- Cruiser
- Dreadnought
- Merchant Transport
- Passenger Liner
- Troop Transport
- Starbase

Religion/races:
Each Race has it’s own religion/s which won’t spread out to other races. So, rather than have religions I would use races.
A conquered world would automatically have 2 races, the original owners and the conquerors. There could be an option to suppress race, which would in effect be the extermination of all the original owners’ population. Thus, when you capture a world instead of being given the option to Raze, Install new Governor or Liberate. Raze would be replaced by Suppress Population leading to unrest and a negative response from other races. Installing a new governor each time a system is conquered by a different race would add another race to the mix.
If a race chooses to suppress a population it would take 1 ground unit 1 - 3 turns per population point to remove a race from a system. Automatic effects of this would be a -3 relations hit with the race being suppressed, a -1 relations hit with all other races. Spies can assist the race being suppressed by supporting an armed uprising, which could overwhelm the resident garrison and revert the system back to the original race. A form of culture flip.
Races will also be able to grant sanctuary to a race being suppressed, which gains a -3 relation hit with the suppressing race/s and a +1 relation’s bonus to all other races.

Civics

Government Civics
Frontier - Starting Civic
Monarchy -
Police State -
Technocracy -
Democracy -

Military Civics
Traditional - Starting Civic
Pacifism -
Peace Keeping -
Combat Ready -
Full Mobilisation -

Labour Civics
Default - Starting Civic
Slave State -
Caste System -
Mechanised Workforce -
Utopia -

Economic Civics
Simple economy – Starting Civic
Planned economy -
Industrial Economy -
Green Economy -
War Economy -

Racial Civics
Foundationist - accepts all other races as equals
Xenophobic - views all other races as inferior



Corporations
Tourism Inc
Commercial enterprises
Flarn, Brivarii and Spoo

Random Events
Telepaths - +2 Espionage/turn in all systems throughout the player empire
Fugitives
Terrorist bombings
Shadows/Vorlons/First Ones
Famine
Food surplus
Mutai - This event can occur multiple times after contact with other races has been established. A choice of + 250 Culture, a variable cash bonus or a boost to alien relations +1 for the host. Small chance that alien races will be offended the first time a race hosts this competition – 2 to all alien relations
Ancient texts/alien artifacts - This event can occur once for each planet in a non-homeworld system. Reveals existence/proof of alien life if no other races have been met and a bonus to a random undiscovered tech.
Discovery of a Jump Gate - Gives a bonus to research of hyperspace theory. Enables faster transport to other star systems with Jump Gates.
Ion storm – disrupts communications and shipping routes
Independence movement
Solar flares
Hostile indigenous life-form (on new worlds only)
Commerce raiders - Spawns a pirate fighter adjacent to a star system which can intercept all commercial traffic within a system. Unless the fighters are dealt with they will automatically spawn another fighter after a number of turns. Once there are 4 pirate fighters operating around a system a Command and Control Ship/Carrier is spawned which enables the pirate menace to spread to other systems.
Presidential Coup - Causes anarchy throughout an empire for 1 to 4 turns

Great Wonders
Babylon Station

Great People
Great people have their place in the B5 universe but their abilities need to be changed. All can still be added to a system as they can a city in standard Civ IV. They cannot be used to ‘lightbulb’ a technology.
Generals can lead units or establish Military academies - consumes the great person
Merchants can establish an embassy with another race - consumes the great person.
Scientists can cure a plague outbreak - consumes the great person
Prophets - Lady Ladira, Lady Morella, Elric, G’Quan, Morden, Sebastian, Jecinda, Korrinine, Lavindra, Isdrell, Galen, Blaylock
Scientists - Jha’Dur, Franklin, Lillian Hobbs, Sarah Chambers, Lazarenn
Engineers - Za’thras, Zath’ras, Zathras’ Z’athras, Zat’hras, Zath’ras, Zathras, Zathra’s
Generals/Warleader - Hague, Franklin, Shakiri, G’Sten, Na’Tok, Ivanova
Artists - Shal Mayan
Merchants - Catherine Sakai, Mr Chase, William Edgars
Spies - Marcus Cole, Michael Garibaldi, Minister Durano, Number One, Alfred Bester, Wade Williams


Common Buildings
Nuclear power station - +25% production, -1 Health, -1 Happiness
Planetary communications network - +1 Happiness, +1 Culture
Satellite network - +1 Culture
Fusion power station - Removes negative effects of Nuclear power station
Space station - Treat as a castle effects do not expire
Orbital shipyard - +25% faster ship production
Hydroponics facility - +2 Health
Terraforming station - converts hostile environment to habitable - +2 Health
Research Station
Military Academy



Victory

Time, Conquest, Domination, Culture as usual

Diplomatic Victory - Form the Inter Stellar Alliance

Religious Victory - None

As you can see this is a work in progress. I’ll be adding to this as often as time and work permit. Any suggestions or work anyone can do on this would be welcomed. Guidance in helping me learn how to do some of the work myself would also be appreciated. How do you make a change to something in Python or XML when you can’t even open Python or XML to find out what’s in them?

I Look forward to hearing from anyone on this proposal.
 
Can't help you with the actual modding, but I love B5 and so it would be great to see a mod based on it. :)
 
Again I would be no help with making a mod, but I would love a B5 mod and would be eternally grateful if someone would make one.

There are so many B5 photo's online it would be easy to get leaderheads etc
 
I see that you have it all figured out:) although I as well can't help you due to no modding knowledge and expirience
 
Bring it to Creation & Customization forum. I am sure the experts there can help you
 
Sounds like a great idea! I've never watched Babylon 5, but I'll bet I'd like it (I've watched ALL the Star Treks, Battlestar Galactica, and Star Wars and loved them!), so I'm looking forward to this mod.

I'm currently adding events to the Final Frontier mod (since I can't model units or anything fancy), so if you'd like to take a look at them, you're welcome to use whichever ones you'd like in your mod.

Good luck! :)
 
If you liked those, you need to buy or borrow the 5 seasons of Babylon 5 + movies. You won't regret it.
 
Sounds great!!!!, I love B5, actually, in another thread (I think PsiCorps was there) this idea of a B5 mod started to take shape, so I got hands on bussiness, I have learned how to modify CivIV (but only at XML level), I have made a few new units using modular XML loading, so I'm up to be a part of a FF: B5 mod team, but still we need some artist to make the unit, and although I know C++ I have no idea of python, and we will surely need python people.

I think we have to work a little more on this ideas, I have had some thoughts as well...
I was actually thinking that every race should have unique ships, however this is too much artists work.


I'll post later some of my thoughts but in the mean time:

a new technology: Tachyon Transmission
a new Mimbari leader: Valen

and... what about Ribo ans Suty? :crazyeye: (or whatever their names are written)
and... what about the First ones
 
This looks like it would be fun to try if someone does the mod,

But I do have to point out

Ivanava is God, so except for negative reaction to Psi Cops, she should have +1 in everything. :)
 
Ivanava is God, so except for negative reaction to Psi Cops, she should have +1 in everything. :)

:lol:

Yeah!, trust Ivanova, trust yourselft, everyone else... shoot him!
 
no boom today. boom tomorrow. there's always a boom tomorrow.

ahh, so many one-liners. and not just from Ivonova.
 
Lord_Zath?

Zath wouldn't be short for Zathras would it?:)

I,ve got all sorts of stuff i want to try but i don't seem to be having any luck with editing the existing mod files, primarily because i can't locate them on my PC. I've been told to right click and select 'open with' and use note pad to do editing but there's nothing to edit when i do this. So i can't even try out the events i've suggested, even though i can see how to lay it all out i have no way of inserting it into the FF mod. I'm still looking into this so never fear.:goodjob:

There is more than enough artwork on the net to design any of the graphics or animations but we would need someone who is good with that sort of thing.:sad:

I've already got some ideas on which pieces of music could be used in the diplomacy screens but copyright could be a problem.:(

Rebo and Zooty could be added as entertainers.:goodjob:

Anyone joing the InterStellar Alliance would be able to build the White Star as a Unique Unit which would replace any races current Unique Unit. Then there is always the Shadow ships or Vorlon ships if you want to go down a Great War route. Each player or Non player race would be approached by one side or the other after a Shadows/Vorlons/First one event depending on their conduct in the game so far. Just a suggestion and i'm open to any and all ideas. Including stuff from the TV movies and Crusade.

Let's try and get things going.

I've also placed the same thread in the Customisation section but that's not generating as much interest as this one.
 
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